@pixerate/flair 0.20.0 → 0.21.1

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package/CHANGELOG.md CHANGED
@@ -1,5 +1,23 @@
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  # @pixerate/flair
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+ ## 0.21.1
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+ ### Patch Changes
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+ - c07ff8a: Faster catalog shaders, looking the same: sand erosion about 10× faster per frame, boids, glass shatter and spark fountain 4–5×, volumetric clouds and image shatter 3–4×, confetti cannon, soap bubbles and flow particles about 3×, fur, sparkle trail and brush trail about 2×, and drip melt, ribbon trail, light painting, particle text, backlight glow, aura, oil paint and the particle-swap transition 1.2–1.8×. They skip work that cannot show (bounded searches, early outs, hashes and samples reused), so frames are the same to within a level or two, except flow particles' streaks (a cheaper, equivalent flow field) and small shading differences in volumetric clouds and aura.
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+ ## 0.21.0
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+ ### Minor Changes
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+ - 7fdfa7c: Catalog: 32 new effects in four new categories.
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+ - **atmosphere** (new): ray-marched volumetric clouds, fog banks, rising steam, mist over a picture or video, a sky timelapse, an incense smoke curl and dry ice fog.
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+ - **glow** (new): aura round any silhouette, bloom for any picture or video, a pulsing halo, a neon outline for any shape or word, backlight glow, rim light, and vector glow ring pulse and glow button (hover).
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+ - **shadow** (new): long shadow, a drop shadow that lifts on hover, light-sweep shadows (follow the pointer), contact shadow, window shadows (blinds or leaves, over a picture), shadow puppets, and a vector lift card (hover).
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+ - **distortion** (new): twirl and pinch & bulge (follow the pointer), fisheye, mirror tiles, wave warp, ribbed glass, shower glass, datamosh, polar warp (tiny planet) and texture displace, all for pictures or video.
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+ - `svgMotionIssues` now flags SMIL animation elements (`<animate>`, `<set>`, …) in a picture: changes belong in `animate`, so every frame is a function of time.
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  ## 0.20.0
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  ### Minor Changes
package/README.md CHANGED
@@ -19,7 +19,7 @@ Flair gives products a library of good-looking, configurable visual effects (her
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  ### Core Capabilities
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- - 🎨 **Effect catalog (`@pixerate/flair/catalog`)**: 255 effects, each with controls and presets. There are 176 WebGL2 shaders (gradients, organic textures and growth, patterns, light, space, retro and pixel art, image treatments, transparent overlays, text fills, image morphs, pointer interactions, pyrotechnics, time warps, melting, electricity, splatters, bubbles, stickers, pointer trails, particles, debris, impacts, comic looks, transitions) and 79 animated SVG effects (loaders, status icons, animated titles, shape morphs, UI micro-interactions, pixel sprites, stickers, cartoon effects, charts, counters, node graphs). [Browse them live](https://pixerate.github.io/flair/).
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+ - 🎨 **Effect catalog (`@pixerate/flair/catalog`)**: 287 effects, each with controls and presets. There are 205 WebGL2 shaders (gradients, organic textures and growth, patterns, light, space, retro and pixel art, image treatments, transparent overlays, text fills, image morphs, pointer interactions, pyrotechnics, time warps, melting, electricity, splatters, bubbles, stickers, pointer trails, particles, debris, impacts, comic looks, atmosphere, glows, shadows, distortions, transitions) and 82 animated SVG effects (loaders, status icons, animated titles, shape morphs, UI micro-interactions, pixel sprites, stickers, cartoon effects, glowing and lifting UI, charts, counters, node graphs). [Browse them live](https://pixerate.github.io/flair/).
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  - ⚡ **Shader engine**:
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  - Shadertoy-style GLSL ES 3.00 fragment shaders, with controls declared in the source (`// @control`), including image inputs.
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  - Compile errors come back with line numbers that match the source.
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  ```mermaid
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  graph TD
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  subgraph Effects["Effects (no dependencies)"]
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- Catalog["catalog: 255 effects + presets"]
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+ Catalog["catalog: 287 effects + presets"]
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  Shader["shader engine: controls, compile, render, GIF, HTML"]
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  Vector["vector motion: SvgMotion, SvgPlayer"]
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  Time["time: clocks, easing, keyframes, noise"]
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  | debris | rubble fall, glass shatter, crumbling text, paper shreds, leaves blowing, sand erosion |
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  | impact | shockwave, ground slam, impact frame, meteor strike, screen shake, hit marker |
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  | comic | comic book, cel shade, focus lines, action lines, sound effect, speech bubble, fight cloud, dizzy stars, anime emotes, cartoon poof, line boil |
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+ | atmosphere | volumetric clouds, fog banks, rising steam, mist over image, sky timelapse, smoke curl, dry ice fog |
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+ | glow | aura, bloom, pulsing halo, neon outline, backlight glow, rim light, glow ring pulse, glow button |
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+ | shadow | long shadow, drop shadow lift, light sweep shadows, contact shadow, window shadows, shadow puppets, lift card |
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+ | distortion | twirl, pinch & bulge, fisheye, mirror tiles, wave warp, ribbed glass, shower glass, datamosh, polar warp, texture displace |
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  | transition | liquid morph, displacement, luma fade, particle swap, ink bleed, pixel dissolve, comic panels, wipe, iris, block dissolve, grid wipe, glass wipe, twister, light leak, cross zoom |
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  | loader / icon / data | spinner, bouncing dots, pulse ping, equalizer, progress ring, bar chart, line chart, stat counter, route, timeline track, success check, error cross, heartbeat, signature, confetti, flow network |
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- Every shader is self-contained and compiles on WebGL2. Open [`#check`](https://pixerate.github.io/flair/#check) on the demo to compile the catalog on your own GPU.
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+ Every shader is self-contained and compiles on WebGL2. Open [`#check`](https://pixerate.github.io/flair/#check) on the demo to compile the catalog on your own GPU. [`#bench`](https://pixerate.github.io/flair/#bench) times every shader per frame on your GPU (`#bench?size=720&only=aurora,fur` for a size or a few effects; keep the tab in front, since a hidden tab or other drawing inflates every number).
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  ---
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@@ -1,6 +1,6 @@
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  import { a as ControlDef, C as ControlValue } from '../controls-Ec6P0Vpy.js';
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- import { E as EffectDefinition, a as EffectCategory, b as VideoUse, S as ShaderEffect } from '../types-CawMRRXq.js';
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- export { C as CURRENT_COLOR, c as EFFECT_CATEGORIES, d as EffectPreset, e as VECTOR_CONTROL_TYPES, f as VIDEO_USES, g as VectorControl, V as VectorEffect, h as colorControl, i as isCurrentColor, n as numberControl, r as renderVectorEffect, v as vectorControlDef, j as vectorControlIssues, k as vectorControls, l as vectorEffectControls } from '../types-CawMRRXq.js';
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+ import { E as EffectDefinition, a as EffectCategory, b as VideoUse, S as ShaderEffect } from '../types-Cy5EihZ8.js';
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+ export { C as CURRENT_COLOR, c as EFFECT_CATEGORIES, d as EffectPreset, e as VECTOR_CONTROL_TYPES, f as VIDEO_USES, g as VectorControl, V as VectorEffect, h as colorControl, i as isCurrentColor, n as numberControl, r as renderVectorEffect, v as vectorControlDef, j as vectorControlIssues, k as vectorControls, l as vectorEffectControls } from '../types-Cy5EihZ8.js';
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  import '../svg-BEOJriIW.js';
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  /**
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  vectorControlIssues,
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  vectorControls,
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  vectorEffectControls
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- } from "../chunk-TCNONB22.js";
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+ } from "../chunk-ECBG5K6E.js";
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  import "../chunk-OHW7UG6D.js";
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  import "../chunk-EHDJ3CPJ.js";
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  import "../chunk-VYOMXE6I.js";